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Showing 211 to 225 of 818 results Save | Export
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Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
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Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
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Round, David K. – Journal of Economic Education, 2007
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
Descriptors: Economics Education, Probability, Games, Game Theory
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Lipovetsky, S. – International Journal of Mathematical Education in Science & Technology, 2007
Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…
Descriptors: Marketing, Game Theory, Games, Decision Making
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
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Halverson, Richard; Smith, Annette – Journal of Computing in Teacher Education, 2010
Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of…
Descriptors: Video Games, Information Technology, Educational Technology, Influence of Technology
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Cheung, Stephen L. – Journal of Economic Education, 2008
A major challenge in conducting classroom experiments for larger classes is the complexity of assembling responses and reporting feedback to students. The author demonstrates how mobile phone text messaging can be used to overcome the limitations of pencil-and-paper experiments without incurring the costs of full computerization. Students submit…
Descriptors: Telecommunications, Feedback (Response), Class Size, Educational Experiments
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Butler, Christopher K. – Journal of Conflict Resolution, 2007
Despite many applications of prospect theory's concepts to explain political and strategic phenomena, formal analyses of strategic problems using prospect theory are rare. Using Fearon's model of bargaining, Tversky and Kahneman's value function, and an existing probability weighting function, I construct a model that demonstrates the differences…
Descriptors: Probability, Game Theory, Decision Making, Models
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Wright, Steven; McNeill, Mike; Fry, Joan M. – Sport, Education and Society, 2009
This study examined the teaching of games via a tactical approach (also known as teaching games for understanding) from the theoretical perspective of social constructivism. A pilot study (of student teachers (STs) and pupils) informed the "main" study which included collecting data on 49 STs, 58 cooperating teachers (CTs) and 1177 pupils. ST data…
Descriptors: Constructivism (Learning), Games, Questionnaires, Interviews
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Dahlstedt, Magnus; Tesfahuney, Mekonnen – Journal for Critical Education Policy Studies, 2010
In this paper the authors focus on the consequences of economies and cultures of speculation in the field of education. Education is one of the arenas where the logics of speculation are being played out. It is argued that the major shifts in educational policy over the past decades in Sweden derive from what Ian Baucom aptly called…
Descriptors: Game Theory, Outcomes of Education, Role of Education, Foreign Countries
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Thomas, Camille; Fellingham, Gilbert; Vehrs, Pat – Measurement in Physical Education and Exercise Science, 2009
The purposes of this study were to develop a notational system to evaluate passing, dribbling, first touch, and individual defensive skills as they relate to success during women's soccer games and to develop a statistical model to weigh the importance of each skill on creating scoring opportunities. Sequences of skills in ten games of a National…
Descriptors: Team Sports, Females, College Athletics, Skill Analysis
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Meister, J. Patrick; Anderson, Kyle J. – Journal of Economic Education, 2007
The authors describe an in-class exercise in which students participate in an auction to buy US Airways. The exercise is based on events of late 1995, in which neither United nor American Airlines decided to bid for US Airways. Two teams of students participate in an English auction. Students learn that the equilibrium of the sequential game is…
Descriptors: Economics Education, Simulation, Microeconomics, Class Activities
Jian, Lian – ProQuest LLC, 2010
My dissertation contains three studies centering on the question: how to motivate people to share high quality information on online information aggregation systems, also known as social computing systems? I take a social scientific approach to "identify" the strategic behavior of individuals in information systems, and "analyze" how non-monetary…
Descriptors: Information Systems, Internet, Motivation Techniques, Incentives
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Squire, Kurt D.; Giovanetto, Levi – E-Learning, 2008
New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life…
Descriptors: Schools, Virtual Universities, Ethnography, Educational Technology
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Reiley, David H.; Urbancic, Michael B.; Walker, Mark – Journal of Economic Education, 2008
The authors present a simplified, "stripped-down" version of poker as an instructional classroom game. Although Stripped-Down Poker is extremely simple, it nevertheless provides an excellent illustration of a number of topics: signaling, bluffing, mixed strategies, the value of information, and Bayes's Rule. The authors begin with a description of…
Descriptors: Teaching Methods, Educational Games, Classroom Techniques, Case Method (Teaching Technique)
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